SLIDE 57 Intentionality in a virtual machine
A running chess program (a VM) takes in information about the state of the board after the opponent moves, and builds or modifies internal structures that it uses to represent the board and the chess pieces on it, and their relationships, including threats, opportunities, possible traps, etc.
- In particular it uses those representations in attempting to achieve its goals.
So, unlike the interacting Conway patterns mentioned earlier, some of the patterns in the chess virtual machine are treated by the machine as representations, that refer to something.
- During deliberation, some created patterns will be treated as referring to non-existent
but possible future board states, and as options for moves in those states.
They are treated that way insofar as they are used in considering and evaluating possible future move sequences in order to choose a move which will either avoid defeat (if there is a threat) or which has a chance of leading to victory (check-mate against the opponent).
- In this case the chess VM, unlike the simplest interacting Conway patterns, exhibits
intentionality: the ability to refer. (NB. The programmer need not know about the details.)
Since the Conway mechanism is capable of implementing arbitrary Turing machines, it could in principle implement two interacting chess virtual machines, so there could be intentionality in virtual machines running on a Conway machine – probably requiring a very big fairly slow machine.
- The intentionality of chess VMs is relatively simple because they have relatively few
types of goal, relatively few preferences, and their options for perceiving and acting are limited by being constrained to play chess:
For a human-like, or chimp-like, robot the possibilities would be much richer, and a far more complex architecture would be required. See
http://www.cs.bham.ac.uk/research/projects/cogaff/03.html#200307
Biosciences May 2010 & SAB2010 Slide 57 Last revised: January 13, 2011